source-engine/materialsystem/stdshaders/morphaccumulate_vs30.fxc

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2020-04-22 16:56:21 +00:00
//======= Copyright <20> 1996-2006, Valve Corporation, All rights reserved. ======
// STATIC: "CONSTANTBASEDMORPH" "0..1"
#include "common_vs_fxc.h"
struct VS_INPUT
{
float4 vSrcCoord : TEXCOORD0;
float vMorphWeightId : TEXCOORD1;
};
struct VS_OUTPUT
{
float4 vDestCoord : POSITION;
float2 vSrcCoord : TEXCOORD0;
float2 vSideSpeedCoord : TEXCOORD1;
#if CONSTANTBASEDMORPH
float4 vMorphWeights : TEXCOORD2;
#else
float2 vMorphWeightCoord : TEXCOORD2;
#endif
};
#if !CONSTANTBASEDMORPH
const float4 vMorphWeightSubrect : register( SHADER_SPECIFIC_CONST_0 );
const float4 vMorphWeightDimensions : register( SHADER_SPECIFIC_CONST_1 );
#endif
VS_OUTPUT main( const VS_INPUT v )
{
VS_OUTPUT o = ( VS_OUTPUT )0;
// FIXME: Want these to be in pixel centers!
float2 projSpace = v.vSrcCoord.zw;
projSpace *= 2.0f;
projSpace -= 1.0f;
projSpace.y *= -1.0f;
o.vDestCoord = float4( projSpace.x, projSpace.y, 0.0f, 1.0f );
o.vSrcCoord = v.vSrcCoord.xy;
o.vSideSpeedCoord = v.vSrcCoord.xy;
#if CONSTANTBASEDMORPH
o.vMorphWeights = cFlexWeights[ v.vMorphWeightId ];
#else
float flColumn = floor( v.vMorphWeightId / vMorphWeightSubrect.w );
o.vMorphWeightCoord.x = vMorphWeightSubrect.x + flColumn + 0.5f;
o.vMorphWeightCoord.y = vMorphWeightSubrect.y + v.vMorphWeightId - flColumn * vMorphWeightSubrect.w + 0.5f;
o.vMorphWeightCoord.xy /= vMorphWeightDimensions.xy;
#endif
return o;
}